Switch navigation mesh to be based on collision only, not collision and texture meshes

Will need to finetune enemy navigation agent placement depending on if they're now too high/low to sit in the navigation region
This commit is contained in:
2026-02-25 22:33:38 -08:00
parent 9d18bbb349
commit a686ce2fbc
59 changed files with 442 additions and 457 deletions

View File

@@ -180,8 +180,7 @@ public abstract partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLo
{
_morphSFX.Play();
SetPhysicsProcess(false);
_enemyLogic.Input(new EnemyLogic.Input.Defeated());
Callable.From(QueueFree);
Die();
}
public IDungeonRoom GetCurrentRoom(ImmutableList<IDungeonRoom> roomList)